Hey everyone!
We have quite a bit to talk about this month, and as usual I'll be discussing progress not shown in the latest test releases! Don't be afraid of all the text -- it's fun stuff :D.
Overall I'm really pleased with our progress, though we had some hurdles to overcome along with it being a short month. Both Mr. Kittyhawk and Penapsquat were hit by the blizzard in the southern US and were out of commission for a while. This changed our schedule a bit, but it will mean beefier March releases.
I developed a process for retargeting H scene animations to other characters this month! This means that (theoretically) any H scene we create for Onyx will also work with our other female characters. Therefore, I've begun transitioning Street Lord Wraxe's H scenes over to our FemCop enemy!
The process is fairly simple, but it still requires significant work to add animation to any parts of the character that are unique (FemCop has a ponytail and wears high heels for instance, which results in some differences from Onyx). This has also given TK and I the opportunity to make a lot of improvements to FemCop rig, including adding stomach bulge functionality, armor damage, and joint improvements -- especially with her feet.
Expect to see these scenes next month!
H scene animation retargeting experiments went well with FemCop, but of course we needed a way to show them off in-game. I landed on introducing the first iteration of the H scene gallery! You'll soon be able to unlock and view H scenes you've collected.
The next question was how to game-ify gallery completion when PO's gameplay is still limited to the wave based combat testing system. I poked AltairPL about it, and our solution is for enemies to drop video disk items that Onyx uses to unlock scenes in the H gallery. I don't plan on this being the actual system used to unlock the gallery once development progresses further, but it may be a component of it if people like it.
This has also provided a good excuse for something APL had wanted to start working on: game data saving and loading. If Onyx finds a video disk for a specific scene, that scene will remain unlocked even after you quit/restart the game. APL's progress here is the groundwork for a save/load system, which we will certainly want once PO's real gameplay loop gets implemented.
We've also begun laying out requirements and the groundwork for what I'm calling the H system's Cinematic Mode. This feature adds additional cameras to H scenes, allowing you to see the action in 3D simply by selecting cameras via either the controller shoulder buttons or triggers (not sure yet) -- both as it takes place in-game and within the H gallery!

We've hired a new sculptor that will likely be helping us with the remainder of our female enemies! He's tackling the Dominatrix enemy first. This is still a very early WIP (the hat is placeholder), as he's mostly been focused on working on the face and hair models. Check above for some additional images!

Limbo started concepts for the Sewers boss this month, and the fight mechanics and designs have evolved really well! He had originally designed this concept as the boss itself, but things started falling into place once I started designing the map. Turns out these guys' papa is the real deal >__>.



The battle begins with Onyx being caught between two spawns. They will occasionally perform large attacks that require Onyx to move to the opposite side of the map -- with cues given from the eyes in the background.
Tentacle monsters will surface out of the water for Onyx to fight. A different type however will chase Onyx and attempt to use grab attacks, holding her in place and preventing her from evading the spawns' larger attacks. Killing these smaller tentacles will damage the boss.
Occasionally, the boss will perform an ultimate attack in the form of a tidal wave. After a cue from the eyes, you'll see the wave on the horizon, approaching and growing bigger over a long period (15-30 seconds), eventually crashing into the foreground. Onyx will need to perform a special jump maneuver to leap over it at just the right time.
The kicker is that this is a timed fight. The two spawns will gradually inch closer to the center, narrowing the battlefield and thus Onyx's mobility. Directly damaging the spawns intermittently can slow their advance however.

TMX has nearly completed the Chain Splicer's combat animations! He's certainly been the most complex enemy to animate to date due to his chain weapon.
Mr Kittyhawk is currently in the process of adding him to the game, at which point I can start working on FX and SFX for him. We're hoping to have him ready for combat in the Inner Circle release next month.
We're also working on his first H scene, which we hope will be ready by the $5 tier release toward the end of March!



TK, Limbo, and Ubercharge have nearly completed the Mecha-9 enemy model! This is our third hard surface enemy (the mechanical forms and complex surfaces require different modeling techniques than organic characters), and I think our team finally has a good workflow down for them.
Limbo does the initial concept art. TK poly-models the general blockout and basic model. Ubercharge is an expert at designing mechanical parts, and adds in the complex surfaces and curves to give it a finished look. Uber's work goes back to TK, who sculpts in details and then makes it game-ready by optimizing topology (polygon reduction). At any stage where Limbo's concept art leaves design questions unanswered, Limbo creates supplementary sketches of different angles, or break-out designs of individual parts, and the process starts over on that section of the body.
Remember, since these characters have to animate, their mechanical designs have to actually move convincingly :D. It takes a different skillset than modeling a human or animal, which deform a lot more like clay when joints bent.
RT Solvalou
2021-03-21 13:01:23 +0000 UTCTheoretical Jack
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